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Made in gb
Regular Dakkanaut






Hi folks,
Just had a crack at a 1500pt all-comers army, after juggling units left right and centre I've found that I've ended up with mostly all the old units (bar a Spiritseer)... I've had to make some compromises here and there - please let me know your thoughts!

Changes Made:
Spoiler:

Edit 1: Moved Wraithguard to Troops
Edit 2: Singing Spear to Farseer, removed
Edit 3: Removed Runes of Whitnessing from Spiritseer
Edit 4: Removed War Walker Squadron, replaced with 8 man Warp Spider squad


HQ
Farseer
- Spirit Stone of Anath'lan
- Eldar Jetbike

Spiritseer

TROOPS
Windrider Jetbike Squad (6)
- Shuriken Cannons (2)

Dire Avengers (10)
- Exarch
- Power weapon and Shimmershield
- Wave Serpent
- TL Shuriken Cannon
- Holo-field

Dire Avengers (10)

Wraithguard (5)
- Wave Serpent
- TL Bright Lance
- Holo-field

FAST ATTACK
Warp Spiders (8)

HEAVY SUPPORT
Wraithlord
- Star Cannon (2)
- Ghost Glaive

War Walker Squadron (2)
- Bright Lance (4)

This message was edited 5 times. Last update was at 2013/06/05 20:33:45


 
   
Made in gb
Ultramarine Chaplain with Hate to Spare





Well the Wraithguard are troops not Elites as you have a Spiritseer.

Try Scatter lasers on your Serpents it twin links the other weapons meaning they can do some AA in a pinch.

I don't like Serpent Avengers in this codex. What is that unit realistically doing that Guardians can't for far fewer points?

Witnessing on the Spiritseer over the Farseer seems weird.

10 DAs as your only footdar are going to get killed without achieving anything.

What's your plan to deal with flyers?

Why no Warp Spiders?

Take the Magic: The Gathering 'What Color Are You?' Quiz.

Yes my Colour is Black but not for the reasons stated mainly just because it's slimming... http://imperiusdominatus.blogspot.com 
   
Made in gb
Regular Dakkanaut






Thanks for the feedback!

1) Yup, that's why I took the Spiritseer - but fair point, I'll move them to the Troops section

2) On Serpents? The only other weapons on the Serpents are the TL Shuriken Catapults so without shelling out 20 clams the Target Lock would be wasted?

3) While the Guardians have the same offensive clout, the Dire Avengers have the staying power. Guardians will deliver a blow against a unit before being wiped out by small arms/charged to death. With using the Dire Avengers, they can better weather the small arms, receive a charge with the Exarch and Counter Attack and stand a better chance to either cause more disruption or survive to lock down an objective with the Wave Serpent supporting them.

4) I've put it on the Spiritseer since 1) it has lower Ld so is more likely to fail a test in the course of the game, and 2) Most likely will be using buffing powers such as +1 Armour or Shrouded, which I think would have worse implications if I should whiff the Ld roll, than the Farseer which still has a couple more tricks up his sleeve and 3) Farseer has Ghost Helm to protect against Perils, while the Spirit Seer has nothing

5) I'd have thought the same weapons that would really threaten them would otherwise be gunning for either my War Walkers or Jetbikes - plus I could keep a Spiritseer with Shrouding with them (or even/as well as 3+ armour if I'm lucky) to help keep them alive and scoring.

6) Against light flyers, I've got some Str. 6 weapons - but against the biggest threats is the main why my War Walkers have Bright Lances. Precidence/Guide and aim for Doom for 2 units containing total of 8 TL Bright Lances, and with a lucky Doom there's the re-rolling against the AV12. Hopefully will at least give the opponent pause for thought.

7) Honestly, I've not considered them simply because I haven't got any... I could always swap out one of the War Walker units for a unit of 8, what do you reckon?

   
Made in gb
Ultramarine Chaplain with Hate to Spare





2) I think you need to re check the Serpents armament. It can have another 7 S7 shots...

3) DA disappear to small arms fire just about as fast as guardians. Nor are they going to survive in assault these days.

4) Fair enough. Id have though guide and fortune would be of greater import.

5) weapons that are a threat to them are not a threat to vehicles so I don't get your point here.

6) so hoping for the best it is.

7) Warp Spiders with their millions of S7 shots solve problem 6 and assist with 5.

Take the Magic: The Gathering 'What Color Are You?' Quiz.

Yes my Colour is Black but not for the reasons stated mainly just because it's slimming... http://imperiusdominatus.blogspot.com 
   
Made in gb
Regular Dakkanaut






2) Ah the shield. I can't see myself using it unless I'm down to 1HP or about to loose it - loosing the 'Glance on a 2+' is one hell of a gamble for an AV12 120+ vehicle.

3) If you unload them in the heart of the enemy like the Fire Dragons of old. The longer range means you have a bit more tactical flexability of where you can drop them off. Since typical small arms have an AP of 5, Dire Avengers will be twice as durable against them.

5) AP4 weapons will be the big threat to them, which typically have a Str. of 6-8 which will be a threat to light vehicles.

6) 8 Twin Linked Bright Lance with Guide/Precidence, and re-rolling against armour with Doom which is just as likely as Fortune. Wouldn't exactly be miraculous if they Down a Stormraven...

7) Yeah I do like that idea, I'll swap out a unit of War Walkers and swap them in. Ta
   
Made in be
Kelne





That way,then left

One thing though, you can't have any runes on the spiritseer.
It just doesn't have the option.
   
Made in gb
Regular Dakkanaut






Dang it! Yes, I'll have to push it back to the Farseer - thanks!
   
Made in us
Unrelenting Rubric Terminator of Tzeentch






In the Ring of Debris Around Uranus

Honestly if you are going for speedy, I would lose the Wraithlord and put the other DA in a serpeant... I like the idea now of TL Scatterlasers with underslung Shuri cannon as the scatterlaser makes the Shuri cannon TL now. I think the DA on the ground are meat as they and the Wraithlord would be the only slow stuff on the board. If you have points add more to War Walkers or buy Vypers instead to keep up with your tanks and hide them for cover... I was hoping vypers would be better in this edition but once again, they are lackluster, that being said I have used them to much aid as they can move 12" and still shoot both guns where as the warwalkers only 6", however you can outflank the war walkers to bring them in the back when your flyers get there. I am just not sure of the flying circus these days. I think you may be able to save yourself on the spiritseer and Wraith and get more troops and a flyer or 2 or even a wraith knight which has 12" jump, if you are going to be tank heavy you want everything in your army to be fast and not leave anyone behind..

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